Account Details
SteamID64 76561198050806384
SteamID3 [U:1:90540656]
SteamID32 STEAM_0:0:45270328
Country United Kingdom
Signed Up January 15, 2015
Last Posted July 4, 2022 at 3:53 PM
Posts 43 (0 per day)
Game Settings
In-game Sensitivity 1.73
Windows Sensitivity 6/11
Raw Input 1
Refresh Rate
Hardware Peripherals
Mouse Razer Deathadder Essential
Keyboard Redragon K530
Mousepad Corsair MM100
Headphones Razer Electra V2
Monitor ASUS VP228
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#70 Insomnia 69 (26-29th August 2022) in LAN Discussion


posted 1 month ago
#1 NOOBPANZER rolls into Prem in News

shoutout to Dave for this!

posted 2 months ago
#12480 stream highlights in Videos

posted 2 months ago
#7 Search and link demos and logs - userscripts in Projects
PootisPootisPootisPootisOut of curiosity did this userscript work before for you? I coded it to use only "force cache", so all new network requests are fetched from local cache. So it might be that errors from api got cached. Best way to clean cache just from one site is to have dev tools open on etf2l match page and click reload button with mouse2 and select: "Empty Cache and Hard Reload"

It seems like this userscripts shortcoming is to issue too many network request at same time and also cache them, even if they are errors. I'm looking into fixing it.

If you want you can pm me for new test version on or add me on steam to reduce bumping this topic. Or wait new version on github

It did work before, yes, it only broke very recently. PM'd you

posted 2 months ago
#5 Search and link demos and logs - userscripts in Projects
PootisPootisPootisPootisWhat browser are you using? Are there errors or something relevant on browsers developer tools when you are on ETF2l match page. Please link match page where this userscript is not working for reference.

I retested it now with Chrome, Opera, Firefox and Edge and it seemed to work. Its bit on rough state so when match page does not contain status screenshot (aka ETF2l doesn't have player information) interface is missing. This usually happens on new match pages.

Looking at, which has SteamID screenshot properly submitted and parsed, the console shows it GETs the API requests for Zoey and deli69 properly, but for the other 10 players it returns either `status: {code: 500, message: "Internal Server Error"}` or `status: {message: "Internal Server Error", code: 500}`.

This is with version 0.1 on up-to-date Chrome. It's also giving the issue "Audit usage of navigator.userAgent, navigator.appVersion, and navigator.platform" for common.js:1, and telling me my browser is managed by my organisation, but I suspect those aren't the problems.

posted 2 months ago
#3 Search and link demos and logs - userscripts in Projects

The ETF2L match page script seems to be broken for me, tampermonkey is showing it as installed and running but it's not displaying its interface

posted 2 months ago
#6 street debils krunch down on Prem in News

[5:55 PM]
PS: we have an ace up in our sleeve: KRUN - the absolute elite of the czech community who coached LUKASTANK and Nation, the world will witness his true power in the upcoming officials
PSS: Krun >>>>> Lukastank

posted 2 months ago
#5 street debils krunch down on Prem in News
usnpeepooAre there really “national teams” for etf2l? Or is it just whatever team with most of its roster coming from the same country? Never heard of this

There are official national teams that compete in the Nations' Cup (here's the Czech one) and there are ones like this, with all the players from the same country

posted 2 months ago
#21 is looking for new talent for 2022! in TF2 General Discussion
Aelkyrbumping this, im washed up and dempsey is working like 3 jobs so we're solely relying on numbers boy Jmaxchill to write about this season. If you somewhat follow EU and would be interested in writing, feel free to hit me up at Aelkyr#8581. No previous experience required but we'll probably make you do a sample article (on the topic of your choice).

please help me im writing 3 articles, producing 2 matches, and updating all the stats, all in one week, please i just want to see my family again

posted 2 months ago
#12469 stream highlights in Videos

posted 2 months ago
#23 rahThread: 3 minute round time in TF2 General Discussion

My immediate thoughts are that it takes away a lot of the rhythm - like everyone else is saying, it's constant DM, and while a lot of people watching the stream were enjoying that, and I would agree that pushing should be incentivised over holding, having breaks in that action is important. In the few games I watched I didn't see a single spy play, for instance, because there just isn't time to set it up. I agree with #22 that the stalemate problem it's purporting to fix isn't really happening in 2022 at the top level, and maybe it's still common in lower divs but teams there just aren't as good as breaking them.

Having said all that, one event isn't enough to draw conclusions, and if teams practised this more they'd get better at playing it to its limits and maximising that 3min timer. It's possible that a good middle ground would be at 4 or 5 mins, as some people suggested, but I don't think we can say already that it's objectively good or bad, and tbh the best thing we can do is experiment with an open mind.

posted 6 months ago
#12 rahThread: 3 minute round time in TF2 General Discussion
hannahSteviepotentially infinitely long golden cap rounds.This can happen with the current ruleset. Gully week I played 2 full halves + 37 minute golden cap. Theoretically a golden cap could last until the end of time (or when one team decides they want to sleep).

EU fixes this by adding a 15min limit to golden caps, and if this expires going to a golden mid (ie new round and whoever wins the midfight)

posted 6 months ago
#1 ETF2L S41 W3: Witness Gaming EU vs. Foreskings in Matches

obs will not eat my internet
obs will not eat my internet
obs will not eat my internet

posted 6 months ago
#29 - TF2 stats collected from in Projects
Forty-BotThis will give incorrect results. You need to use respawns and not deaths, since you always respawn at the start of each round. Unfortunately, this is not recorded by Really, the only way to fix this would be to use an alternative parser.

Just had a look at a log file (link, vod) and it turns out neither of us are right - it almost measures the time between spawning and healing damage (ie not just buffing someone on rollout) but that doesn't seem to be what it's actually doing. Looking for

"4.T Domo<3><[U:1:96525192]><Blue>" triggered "first_heal_after_spawn"

and working backwards, we see that on the first mid, it took Domo 20.1s to trigger this (healing toemas). Before that happened, he buffed players from full health to rollout, healed papi from his pocket rollout, then at mid papi took damage and was healed (though not enough damage to remove his buff). Finally, toemas took damage from the other team, taking him below full health, and was healed by Domo to trigger the log event.

I've not checked in this detail on other logs, but this suggests "Average time before healing" is time before healing damage done by the other team to take a player below full health, and as such is not only difficult to reverse engineer but also mildly pointless.

posted 9 months ago
#26 - TF2 stats collected from in Projects
Forty-BotSome stats are not displayed. Medic stats like "average time before healing" are not displayed because it is impossible to display them accurately for multiple logs.

Fwiw you can get this by multiplying avg time before healing by deaths for each log, to get total time, then add this up and divide by total deaths.

posted 9 months ago
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